c0879930004cfd88739e33146f56fd445a7e49fd
148
Commits
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17f47f6956 |
Drop the Gain's engraved name and centre its knob (#384)
The plate was taller than its one knob needs, and the engraved "GAIN" only repeated the node's title. Without it the plate is square, and the knob sits in its middle. - The plate is 160x160 instead of 160x220, without the "GAIN" engraving. - The knob is centred on what it shows: the "DB" caption and the dial. Since #382 its number hangs inside the dial's open bottom, so it adds no height. - CAPTION_AIR (4) takes out the empty space above the caption's capitals. Without it the knob sat a little too low. Measured on a picture at zoom 0.8: 19 px of air above "DB" and 19 px below the number. The user's screenshot showed about 14 above and 35 below. Tests: - Unit hardware-view: 12 tests green. The layout test now asks for the same air above and below. - e2e 34 (melektaus-atx): ALL PASSED, 126 checks. - Gate (melektaus-atx): CHECK EXIT 0, 283 files, 4359 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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01ee61868b |
Show a Gain node as an orange device with one knob (#384)
A Gain node now draws a small device in the graph, as the Compressor does since #380: the brushed plate in orange, 160x220 graph units, with one chrome knob between its inputs and its output. - GainPanel and GainFace join the node faces. The knob drags, resets on a double-click and keeps the wheel for the graph (#383). Each turn is one undo step, a linked Gain (dB) greys it. - The knob turns with a taper of 0.26, so 0 dB stands straight up and the range below -24 dB takes a fifth of the turn. - drawPlate, engrave and the brushed look move out of CompressorPanel so both devices share them. The Knob takes an arc colour, because the orange arc vanished on the orange plate. - No meter and no tap. Gain sits in every voice of an instrument, and a tap would add two audio nodes to each note for a display nobody asked for. Found on the way: - Knob.dialGlobal added half the dial unscaled. In a zoomed graph it pointed beside the dial. The Compressor's e2e only hit by luck. Tests: - Unit: 2 new for the Gain plate and its taper. - e2e 34 on atx: ALL PASSED, 126 checks (1 new). - Gate on atx: CHECK EXIT 0, 283 files, 4359 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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79a04e6764 |
Edit a Parametric EQ in its node, let the wheel only zoom graphs (#381)
The small curve below the EQ node's rows (#375) only showed the bands. Like the Compressor since #380, the node now shows the editor of its tab between its inputs and its output, and is worked right there. A double-click on the node still opens the same editor in a tab. Two wishes for the nodes with a panel came on top and share the same files, so they are in this commit as well: the numbers below the Compressor's knobs read as plain labels (#382), and the wheel over a node zooms the graph instead of turning a value (#383). #381, the EQ in its node: - EqPanel holds the curve, the band's numbers and the help line, taken out of EqEditor. The tab puts its one panel under a header, each EQ node has a panel of its own at 720 x 360 (EqFace). - A press on the curve neither picks nor moves the node. A double-click on the curve adds a band, one on the title or the edge opens the tab. - In the node a press on the Type or Slope button stays with the button, so the node is not picked or moved. - The spectrum runs in the node while it is in the picture. The tab lets go of the tap once, like the Compressor's, and Editor.tick lets every unseen tab and graph go before any seen one listens. - The count of bands moved from the tab's header into the band row, so the node shows it as well. - The node picture of #375 is gone with its only user: NodePicture, EQ_PICTURE and NodeView's drawing of it. #382, the numbers below the Compressor's knobs in its node: - A Knob with typed: false shows its number as a centred Label without a box, in the panel's ink. The ratio reads 4:1 (ratioText). - The label is as high as its text and sits up in the dial's open bottom, right under the ends of the scale. - Label takes a colour of its own. #383, the wheel in a graph: - GraphCanvas takes the wheel on the way down and stops it there. It zooms over a node too, and no knob or curve in a node sees it. - The tabs keep their wheel: a knob's step, a band's Q and the zoom of the EQ's dB. Found on the way: - A Menu opened below a button in the zoomed graph would have been placed by the button's own height. openBelow now takes the bottom edge as drawn. - The band row did not lay out its labels after a text change when its own size stayed. In the tab a later resize hid it, in the node "Band 1" and the count were missing. The row now lays out itself. - Handle and point positions for the checks were unscaled. They now go through toGlobal and hold at the graph's zoom. Tests: - Unit parametric-eq: 16 tests. The #375 tests now check eqCurvePoints and eqRangeOf directly. compressor-view: ratioText. - e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its ports, editing in the node, the spectrum in the node with the tab open). The Compressor node's check reads its numbers as labels and 8:1. Both node checks now expect the wheel to zoom the graph and leave the ratio, the Q and the dB zoom alone. - The unseen-tab check now leaves for the Scene tab, since the node in the graph listens to the same tap. - Counter-check: the tab letting go of the tap every unseen frame stalls the node's spectrum with the tab open (1 frame against 22, probe on stein2). - Gate (atx): CHECK EXIT 0, 283 files, 4357 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1f2b64fb4c |
Show a Compressor's panel in its node, its tab on a double-click (#380)
The panel of #379 opened in a window of its own and replaced the tab. The user wanted the device in the graph instead, and the tab of #378 back on a double-click. The switch Hardware look goes again. - A node can show a face instead of its rows (`NodeFace`). Its inputs sit on the left of it and its outputs on the right, in the middle of the height. Each side is as wide as its longest port name. - A Compressor node shows the panel at full size, 820x280 graph units. Its settings and numbers are not listed as rows, the panel has them. - The knobs and the lever work in the node. A drag, a notch of the wheel and a double-click are one undo step each. A press on them neither picks nor moves the node, and the wheel does not zoom the graph. The number below a knob is only shown, typing stays in the tab and the inspector. - The meter and the LEDs run while the node is in the picture of a sound FX or instrument graph that is seen. Out of the picture, folded or hidden, the node lets go of its taps. - The window of one size, `fixedSize`, `refit`, `keptSize` and the rule that kept a Compressor out of the tab row are gone again. - A knob's drag as one undo step lives in `nodeParamDrag.ts` now, for the tab and the node. The numbers of a node and what auto-gain says moved to `compressorView.ts`. Found and fixed on the way: - The tab and the node listen to the same taps. The tab let go of them on every frame it was not seen, so the node's meter stood still while the tab was open. Now the tab lets go once, and in a frame everything unseen lets go before anything seen listens. Tests: - Unit: compressor-view (2 new), documents (the test of `keptSize` is gone with it) - e2e 34 (stein2, melektaus-atx was off): ALL PASSED, 122 checks. The four checks of #379 are now four of the node: ports beside the panel, knobs and lever in the node, the needle when played (21.7 dB with the tab open), and the double-click opening the tab. - Gate (stein2): CHECK EXIT 0, 283 files, 4356 tests - Counter-checks: an old auto-gain number read as off turns exactly its unit test red. A tab that lets go on every frame leaves the node's needle at 0 dB and no LED lit (probe on stein2). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9917253751 |
Open a Compressor as a device in a window of one size (#379)
The tab from #378 shows a Compressor as an editor. The user wanted it to look like a device as well, after a brushed aluminium plug-in, with a meter of the gain reduction instead of the pictures. The tab stays and is switched to per node. - Hardware look is a switch under Settings, on by default for new and existing Compressors. Only the editor reads it. - The panel is 820x280 px and opens straight in a window of that size. The window has no sizing corner and no Dock. A pane says so through `fixedSize`, and `keptSize` keeps the window's middle when it changes to that size. - A Compressor in this look never sits in the tab row. Opening one floats it, and switching the look on moves its tab into the window. - The panel has chrome knobs (threshold and makeup large), a meter with a needle that moves like a VU's, an LCD with the name and the reading, a lever with a lamp for auto-gain, and LEDs for the level going out. Everything is drawn in code. - The Knob takes a size and a chrome look, and leaves out its caption when it has no name, so the panel engraves its own. - `autoGainOn` is now `switchOn`, because the new switch reads the same way. - Where parts sit, the meter's scale, the needle's speed, the LEDs and the plate's grain are in `hardwareView.ts`, apart from the drawing. Decided myself: - The meter's scale runs by the square root, so the first dB is about as wide as the last nine. It is red from 10 dB on. - The LEDs light one every 3 dB from -39 to 0 dB and fall by 20 dB a second. - Switching the look changes the graph's fingerprint, like any other setting of a node. The sound FX is built again once. Findings, fixed on the way: - Pixi's `arc` goes on from the last point of the path. The meter's scale had a line from the corner of the face until each arc got a `moveTo` to its own start. - A text put into a Graphics makes Pixi warn that only Containers take children. The LCD is a Container now. - The first browser check read the needle at one moment and missed the short sound. The panel keeps the most its needle and LEDs showed. Tests: - Unit: hardware-view (10 new), documents (1 new) - e2e 34 (melektaus-atx): ALL PASSED, 122 checks (4 new). Played, the needle reached 20.9 dB and 5 LEDs lit. - Gate (melektaus-atx): CHECK EXIT 0, 283 files, 4355 tests (11 new) - Counter-checks: a window that keeps its corner instead of its middle, and a linear meter scale, each turn exactly their test red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2d4909d248 |
Fit the Compressor's tab to any size, make auto-gain a switch (#378)
Two things came up on the new tab. Floated and sized down, it spilled its knobs out of its window, and sized up it left the window empty. Auto-gain lifted far too much: it brought 0 dB back to 0 dB, which at -40 dB, 4:1 and knee 6 is +28.1 dB, so a sound at -24 dB came out at -6 dB. And as a knob from 0 to 1 it blended between makeup and auto-gain, so at 1 the makeup knob did nothing. Layout: - The knobs stay on the bottom line, centred, with the help line above them. - The levels fill the height left above. The curve is a square at their right, centred up and down. It grows with the tab from 180 to 360 px and takes no more than 40 % of its width (picturesLayout). - A floated window cannot be sized below what its pane needs. A pane says so in its minWidth and minHeight, and the Compressor's is every knob and the smallest pictures. Other panes keep 320 x 200. - A pane put into an open window that is too small grows the window. Auto-gain, as decided in #378: - A Compressor's auto-gain gives back what it takes from a sound at -18 dB, so that one comes out as loud as it went in. At the numbers above that is +14.6 dB. - Auto-gain is a switch on the Compressor, the Limiter and the Saturation alike, a setting and no longer an input. The makeup or output is added on top of it instead of being blended with it. - A project from before reads a number as on above 0. Nodes never set keep their defaults: off on the Compressor, on on the other two. - The tab shows the switch at the right of the knobs, with the dB it gives below it. With it on, the curve has a line at -18 dB from the curve up to the diagonal. - Every level reading keeps the gain of its time. Before, the whole picture was read by the current makeup, so after a change the tinting of the last seconds was wrong or missing. Findings: - My first e2e run of the layout clicked Dock where it was before the window was sized up, so the window stayed open and the next check went red. The check reads the button again. Tests: - Gate (melektaus-atx): 282 files, 4344 tests (6 new) - e2e 34 (melektaus-atx): ALL PASSED, 118 checks (2 new) - Offline in Chrome: a sine at -18 dB through -24 dB and 4:1 came out at -17.92 dB with auto-gain on and -22.42 dB with it off. - Counter-checks: the curve set at the top instead of the middle, and every reading read at a gain of 0, each fail exactly their test. - Looked at the window in screenshots: at its least every knob and the switch show. At 1280 x 797 the levels fill the height, the curve is centred at the right and the knobs are at the bottom. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1df38bd430 |
Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.
- Knob is a new widget in the toolkit: a slider bent into a circle,
its name above and a number field below. A drag up or down turns
it, Shift a tenth as far, a notch of the wheel a fiftieth of the
turn, a double-click sets the default, the number takes a typed
value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
the Parametric EQ's. It has a knob for each of the seven numbers,
greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
where it bends sets the threshold, the end of the curve sets the
ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
takes more than 0.5 dB away, the stretch below the level coming in
is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
than one node at once and reads the loudest sample of the last
25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
kind needs no new plumbing.
Findings:
- CI task 614 for
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23922ee4a2 |
Show the zoom of the music tabs and the EQ as a transition (#377)
The zoom transition of #309 left out the Pattern, Song and Sound tabs
and the Parametric EQ's curve. There a wheel step or Fit still jumped,
whatever "Zoom (ms)" in the general settings said.
- axisTween wraps ViewTween for a single axis. The music tabs zoom
their time across and their rows, tracks or height down apart, so
each keeps one tween per axis and either goes its own way.
- Fit by its button is shown as a transition too, as in the other
tabs. The fit on opening a document still jumps.
- A middle-button pan first lands a transition under way, and saving
a document's view lands it on the step it was heading for.
- The EQ's range is saved on the node at once. While the zoom is on
its way the curve draws a range of its own and writes nothing.
Its dB lines are those of the new range, sliding to their place,
so no line shows a crooked number.
Found on the way, not part of #377:
- CI task 611 for
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76f5097a38 |
Float a document's tab in a window of its own, and dock it (#371)
The Parametric EQ has a tab of its own since #370, but Play is in the sound FX's tab. A tab that can float keeps both in view. There is one editor per kind, so the kind's pane is lent to the window and given back on Dock, the way fullscreen moves the game view. - A right-click on a document's tab opens a menu with Float and Close. `DocumentTab` passes the press to `TabStrip`'s new `onMenu`. - `FloatWindow` sits on the overlay. Its title bar moves it, its lower right corner sizes it, Dock and the x close it. A press brings it to the front. - `floating.ts` is the pure part: where a window opens, held whole on the screen, sized down to 320 x 200. Nothing of it is remembered. - One window per kind. Another document of that kind opens there and closes the one it had. Its tab, if it had one, leaves the row. - When the row showed the kind, it shows the nearest document whose kind is not in a window, else the scene (`neighbourOf`). - Delete, Copy and Paste go to the window pressed last, and back to the tab showing after a press in the editor (`keyTab`). - Previews tick and redraw for a kind in a window as for the tab showing. Fullscreen hides the windows. Loading a project or signing out closes them. - Only documents float, Scene and Game stay in the row. - Hooks: `floatWindows`, `floatDocument`, `keyTarget`. Tests: - Unit documents: 16 green, 5 new. Counter-check: `neighbourOf` without the window check turns its test red. - e2e 44 (melektaus-atx, after steps 1-12 and 37): ALL PASSED, 505 checks in the chain, 6 new for float, move, size, another texture, keys, Dock and x. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4236 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0e73fd85b9 |
Route sounds, songs and buses in one Master routing graph (#351)
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.
- Menu -> Master routing opens a tab with one graph per project. It has
a node per sound, instrument, pattern, song and bus, named after its
asset, and one Master. Embedded assets have none, their song routes
them.
- The nodes follow the assets. Every edit settles the routing in the
same undo step (KeepRoutingCommand), so an undone delete brings the
links of its asset back. A new asset gets a node and a link to the
master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
song. Out of a sound, an instrument or a pattern a link always takes
the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
project is read, but nothing is added there. The editor adds the
nodes when it opens a project. An asset without a node plays on the
master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
A sound or instrument with more gets a bus of its own with the sends.
A pattern or song sends from the master of its playing, which is
where its Mode taps. Buses of the mix can have sends now too.
Found:
- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
failed in 2 of 5 runs here and in CI task 580 at
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d0b76ec355 |
Fit a song both ways and zoom its time in further (#362)
Fit in the Song tab only set the time, from the very left edge, and kept the height the tracks had. The time also stopped zooming at the bound of the Pattern tab, too soon to lay a take down closely. - fitSong in songView.ts frames the song with 9 % of the lanes free on every side. The tracks share out the height in between, held to 28 to 320 px. A song opened without a kept view fits the same way. - The time zooms in to 8 px a tick, eight times the bound of the Pattern tab. zoomTime takes the bound as a parameter, so the Pattern tab keeps its own. Tests: - Unit song-edit: 15 green (1 new), the counter-check without the margin is red. - e2e 65: ALL PASSED, 56 checks (1 new). The new check presses Fit after the tracks are added and finds room around bar and tracks. Adding a track presses Fit first now: a new song opens with its one track 320 px tall, so the track added below it lay off the edge. - Gate: 272 files, 4213 tests green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5cb7ef7bed |
Show empty asset groups on request, and add by the heading (#361)
The asset panel only listed the categories and types that hold assets. To make the first asset of a kind you had to know its category in the `+` menu. A switch now lists all of them, and a right-click on a heading offers just what sits under it. - General settings has "Show empty asset categories and types", off by default and kept in this browser. Applying it refreshes the panel at once through a new `onGeneralSettings` listener. - `groupAssets(assets, empty)` gives every category and type when asked. The empty ones stand faint with a count of 0, and an empty type has no chevron, since there is nothing to unfold. - `ListItem.faint` draws a row's label, hint and icons at half opacity, like a disabled widget. - A right-click on a category heading offers the types of that category without a submenu, on a type heading only that type. The empty space below the rows still opens the whole `+` menu. `ListView.onListMenu` passes the heading's id for this. - Every menu of new assets says "Create asset" above its entries, so a click on a type reads as making one. `MenuOptions.title` draws that muted line. It is not an entry and matches no search. Tests: - Unit asset-groups and view-tween: 23 green, 2 new. Counter-test with the empty flag ignored: the new groups test fails. - e2e 04 (melektaus-atx): ALL PASSED, 67 checks, 4 new and 1 rewritten. Counter-test with the heading id dropped: the 3 menu checks fail. The title is checked on the `+` button and on a type heading (2 checks extended), the rerun passed with 67 checks. - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4212 tests. It ran before the menu title. Afterwards only the menu and asset-groups units, typecheck and lint ran, all clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cf96442835 |
Keep the Sound tab smooth while it pans (#360)
Panning the Sound tab drew the whole wave anew on every move, one filled rectangle per pixel column, and gave the ruler's labels new texts whenever a tick left the area. At 2560 px across that took the tab down to 16 fps. - The wave is drawn half the area's width past either side of it. A pan within that moves the drawing. Zoom, height, size or a pan past the margin draw it anew. - The bars of the wave share one fill instead of one fill each. - A ruler label keeps the second it already shows. Before, a pan shifted every label by one and each had to be rendered anew. - A clip's name is given its style only when the style changes. - The rule for what a drawing covers is pure in `waveView.ts` (`shownSeconds`, `drawnSeconds`, `coversShown`). Measured with a copy of the user's project, "Take 1" with 4 clips, 240 pan moves with the middle button, headless on stein2: - 2560x1440: main thread 712 -> 373 ms/s, texts rendered 694 -> 65 - 1280x800: main thread 429 -> 225 ms/s What is left in the profile is Pixi's render pass and the pointer events, which hovering pays as well. Tests: - Unit wave-view: 12 green (1 new), counter-probe red - e2e 34 (stein2, melektaus-atx was down): ALL PASSED, 92 checks (1 new). Counter-probe with the labels given out by position: red, 7 labels set anew instead of 1. - Gate (stein2): 272 files, 4210 tests green Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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490fcba88f |
Meter each track and the song, and limit the output at -1 dBFS (#359)
A song could clip at the output without anyone noticing: a track and a sound item at +12 dB each add up to +24 dB. The Song tab now shows how loud each track and the whole song are, and a fixed limiter behind the master keeps every sample under -1 dBFS in the editor and in the game. - Each track head has a stereo meter up its right edge. The head is 190 px wide instead of 176. - Out sits in the corner above the heads, with the loudest peak since Play in dB. In the tab header it made the row too wide for a 1280 px window, and the inspector lost its fields. - The meters read AnalyserNodes beside the buses, one per side after a channel splitter, so a peak panned hard is not halved. They are tapped only while the song plays and its tab is shown. - A clip lamp lights past 0 dBFS and stays through Stop. The next Play or a click on the meter puts it out. - The meter of a track that mute or solo keeps from being heard is grey. - Music always plays through a bus of its own, with or without a sound FX. That bus is what Out measures. - The limiter is the one from #326 and needs the FX worklet. Until that is loaded the master goes straight out. - It is 5 ms late. latency() counts that in, so the playhead and the alignment of a recorded take follow it. - Unit tests build SoundLibrary without the limiter, as their wiring checks follow every node of a voice. - Out shows "-inf" while nothing was loud. The UI font has no infinity sign, which the font test found. Tests: - Unit meter-view 8 new, sound-library 112 (2 new), 3 counter-tests each red - e2e 65 (melektaus-atx): ALL PASSED, 55 checks (3 new). Out wrote +16.6 dB, behind the limiter the loudest sample was 0.8913 - Gate (melektaus-atx): 272 files, 4209 tests, one red in the font test. Fixed after it, then the font and meter tests ran green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e721bba120 |
Let the places of a song share what it keeps to itself (#357)
With clips, one take serves many items: four items on the four clips of one take. The rule from #355 gave every further place its own copy of an embedded asset, so a cut made in the Sound tab reached one item only. Now the song, its tracks and its items share a sound, a pattern or a sound FX the song keeps. - settleEmbedded no longer copies within the song. An embedded asset stays as long as one place names it, and goes with the last one. - A paste from another song still gets a copy, but one copy for all the places naming the same asset, with its clip ids mapped. - The picks in a song offer what the song keeps, under a line after the project's assets: the Sound row of an item the song's sounds and their clips, the Pattern row its patterns, every sound FX pick its sound FX. - Make project asset and Embed a copy are unchanged. The project cbbf160bb7e8 was merged by hand afterwards: the items of Song 2 on three copies of Take 1 now play the same clips of the first one, and the copies are gone. Tests: - Unit embedded, sound-clips, own-fx and the song tests: 66 green, 3 counter-checks red as expected - e2e 65 on melektaus-atx: ALL PASSED, 52 checks - Gate on melektaus-atx: CHECK EXIT 0, 271 files, 4198 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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852dce5142 |
Shrink a clip with the wave and drop it with a click beside (#357)
Zoomed out, the wave left room above and below it, but the bright file, the picked clip and its handles still took the whole height. And a click in the wave beside the picked clip kept it picked, so only the strip could take it back to the sound. - fileReach in waveView.ts is how far up and down the file reaches: full scale and its inset, never past the area. At level 1 it is the whole height, zoomed in too. - The bright file, the shade outside the clip and the two handles are drawn within that reach. - A click over the wave beside the picked clip picks the sound. Inside the clip or on a handle nothing changes, and a drag still spans the clip anew. Tests: - Unit wave-view: 11 green (1 new), a counter-check red - e2e 34 (melektaus-atx): ALL PASSED, 91 checks (1 new) - Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4195 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c7fa1d15b0 |
Zoom the height of a sound's wave over its level scale (#357)
The Sound tab always drew the wave at the full height of the tab. Quiet stretches were hard to see, and there was no room above a loud wave. - A level scale in dB stands left of the wave, a mark every 6 dB down from 0, as long as a mark lies inside the area and at least 14 px from the middle. - The wheel over the scale zooms the height, from 0.25x to 16x. Over the wave it zooms the time as before. - What is louder than the area stops at its edge. The fade ramps grow with the wave. - Fit puts the height back to 1x. The tab keeps the height with its view when another tab is shown. - The rules live in waveView.ts (zoomLevel, levelMarks), the hooks give the height, the scale and the top of a full-scale wave. Tests: - Unit wave-view: 10 green (2 new), 2 counter-checks each red - e2e 34 (melektaus-atx): ALL PASSED, 87 checks (1 new) - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4183 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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668682c4ff |
Give a song, a track or an item a sound FX of its own (#355)
A sound FX for one place in a song had to be a project asset, which then stood in every picker. Now every pick of a sound FX in a song can make one the song keeps for that place alone, on top of the embedded assets of the first two parts. - Create sound FX sits at the end of the Sound FX row of the song, a track and an item, and of the menu of a track's FX button. It makes "Sound FX 1", 2, … per song with the Input wired to the Output, picks it and opens it. That is one undo step. - Embed a copy, while the place names a project FX, gives the place a copy under the same name. - While the place names its own, the menu shows it with the mark and offers Edit sound FX and Make project asset. - Picking anything else lets it go in the same undo step. For a track or an item `settleEmbedded` did that already. For the song's own row `AssetPropertyCommand` now settles the song after `fx`. - The mark `•` moved to the core. `assetRefLabel` puts it in front of an embedded asset, so the inspector rows show it like the timeline. - `FieldHandlers.moreChoices` lets a caller end a reference menu with entries of its own. `embeddedPatternName` is `embeddedName` with a base now. Tests: - Unit own-fx (new): 6 green, 6 counter-checks each red - Unit embedded and 80 neighbouring files: 1434 green - e2e 65 (melektaus-atx): ALL PASSED, 51 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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daeffe0f9d |
Route the tracks of a song through a graph (#350)
Every track of a song went straight into its output. Now the Song tab has a second view, Routing: a graph with a node per track and one Output, the links between them sends. A track can go into other tracks, into several at once, and a link has its own volume and the point of the track it taps. - The song asset has a graph like an instrument (SongTrack, SongOutput). heldSongGraph keeps it in step with the tracks on load and in SetSongCommand: a node per track named after it, one output, a new track and every track of an old song linked to the output. Links of gone tracks, doubled links and links closing a loop are dropped. - A link carries an optional send (volume in dB, tap). The inspector shows Volume and Mode for a picked link of a song: Post volume (Post pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand. - NodeDef has two new flags. `fixed` nodes are never added or deleted by hand. Links between `acyclic` nodes may not close a loop, checked in canConnect, dropTargetPort and ConnectCommand. - songBuses gives each track its sends instead of one `into`, and a bus `song:<song>:<track>:#items` for its own items. That bus is what solo closes on a track that only passes a soloed one on. - Mute and solo now act on the sends (trackGates). A muted track passes nothing on, on any tap. A soloed track is heard with what goes into it, through the tracks it goes through, their own items silent. Only sends on a way through a soloed track stay open, so a track going into it and into the output is heard through it only. - SoundLibrary: a bus has either `into` or sends. Each send is tap, delay, level, target. busLatency takes the latest way (arrivalOf), and each send is held back so all ways of a track arrive together (sendDelays). Taps are wired again whenever a chain comes or goes. - The Song tab has Timeline and Routing in its header. The routing uses GraphCanvas with an empty palette. A track linked nowhere shows "Goes nowhere". Delete takes links, never a track node. - Game playings route the same way, the output being the master of the playing. Decided without asking: a send ranges -60 to +12 dB like a track, default 0 dB Post. Mute closes the sends, the track's own level stays. Found on the way: the inspector built the Mode row with the send as it was when the rows were made. Setting Volume and then Mode wrote the old volume back. Both rows now read the current send when they change. Tests: - Unit song-routing (new): 13 green. Sound library: 4 new, 94 green. 11 counter-probes (loop on load, canConnect, solo, solo past the soloed track, mute, preFx latency, graph sync, delete guard, delays, taps, glide), each red. - Existing tests adjusted to the new bus names and send shape: song, bus-fx, song-play, graph registry, edge description. - e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first run caught the inspector bug. Counter-probe with the old closure: 2 FAILED. - Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red (registry rule, edge shape), fixed and rerun locally: 56 green. - Not rerun after the per-send solo fix: e2e 65 and the gate. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3a52f2290f |
Mix sounds through buses and a master (#325)
Until now every sound went straight to the speakers. There was no point where all of them came together, so nothing could turn the music down against the effects, and a compressor or a shared echo over everything had nowhere to sit. The bus technique of #346 was there already, only the end of the chain was missing. - Bus asset (Audio): Volume, Sound FX and Into. Into is empty for the master and never offers the bus itself nor a bus that already goes into it. The list is worked out when the menu opens, so a change made meanwhile counts. A loop that is in a project anyway sends the buses on it into the master. - The master is no asset. Its volume and sound FX are two new rows under Master in Project settings, one undo step each. A project written before has 1 and none, which is how it sounded. - Sound, instrument, pattern and song have a row Bus, empty for the master. Play sound, Play note, Play pattern and Play song have an input bus: From the asset, Master or a bus. Inside a song or a pattern only the bus of the song or pattern counts. - Set bus volume (bus, volume, time, easing) and Bus volume. An empty bus is the master. The volume set holds for the whole run, across scenes, over that of the asset. GameRun resets it at start and end. Set sound FX parameters without a voice now reaches the sound FX of the bus picked in its new bus input. - SoundLibrary: the master is the bus "mix", each bus "mix:<id>". Every bus, the playing masters of #346 included, ends there, and only the master is heard. setMix sets them up once a context exists, so an editor nobody listened to opens no audio device. The same mix again changes nothing, which lets the editor hand it over on every change of the project. - The tabs play as the game does: Sound, Sound FX, Instrument, Pattern and Song tab through the bus of their asset and the master. - Pause game does nothing to the buses (the user's answer 4b). A game that wants quiet in its pause menu sets a bus volume itself. - Streaming long music files is #349, split off as asked. Finding on the way: the Into menu first worked from a list made when the inspector row was built. After another bus was sent into the open one, e2e 34 saw it still offered. It is now asked on open. The SoundLibrary tests expected voices to end at the destination. They now end in the master, which adds its input, level and pan to every wiring and two gains to every list. Those expectations are updated, nothing else in them changed. Tests: - Unit buses (new): 15 green. Ten counter-checks, each red on its own: loop check, bus picked, reset at run start, bus of Set sound FX parameters, master volume in the settings, and in SoundLibrary default into the master, voices into the master, run volume over the mix, no context before a play, a playing on its bus. - Unit sound-library: 90 green (5 new). Node catalog: 416 green (9 new cases). - e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice of the Sound tab was heard on mix:<bus>, that bus into the other, that one at 0.5 into the master. Master volume 0.6 via the dialog, undo back to 1. - Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a848cf8469 |
Pick a new asset from category submenus in the + menu
The + menu was one long list in two groups, placeable types and library ones. That split is no longer wanted. The menu now lists the categories of the asset panel, and each opens its types beside it, so a new asset is filed where the panel shows it. - Menu learns submenus: an entry with submenu instead of onSelect opens a second Menu right of the first, or left of it where the canvas ends. Its first entry lines up with the row that opened it. - A submenu opens on hover or click. Resting on another entry swaps or closes it after 150 ms, so a pointer cutting across the rows on its way into a submenu does not lose it. - The row of an open submenu stays lit, and a triangle pointing right marks every such row. - A submenu has no backdrop and no Escape of its own. Popup takes a backdrop option for that. The first menu's backdrop and Escape close the whole stack, and picking an entry does the same. - assetMenuCategories replaces assetMenuGroups and takes categories and their order from ASSET_GROUPS. The types are sorted by label. - New test hooks __gm.menuSubmenus() and __gm.addMenuCategory(). pickAssetType opens the category first, so the modules that pick a type through it need no change of their own. Modules 04, 10, 47, 48, 53 and 54 open the category themselves where they read the menu. Tests: - Unit asset-menu: 4 green - e2e 04: ALL PASSED, 63 checks. New: categories in panel order, each type once and sorted, submenu placement, hover swaps the submenu, picking closes menu and submenu - Gate: CHECK EXIT 0, 261 files, 4040 tests - The other modules that use the + menu did not run here Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5e09ba9a50 |
Group the asset panel by category, then by type
The asset panel listed one heading per type, 30 of them side by side. Now the types sit under five categories, and each type heading reads like its entry in the + menu. - ASSET_GROUPS replaces ASSET_GROUP_LABELS and gives every type a name and a category: Basics, Visuals, Logics, Physics or Audio. - The categories keep that fixed order. The groups in a category and the assets in a group stay sorted by name. - A category heading folds like a group heading. A project opens with every category open and every group folded, as before. - Selecting an asset unfolds its category and its group. Folding the category of the selected asset lets go of the selection. - The headings are singular now (Scene, Sprite, Sound FX). The old plural names only kept them apart from the + menu entries. - locate looks in the popup layer first. A click by text meant for a menu entry hit the heading of the same name, since the panel is drawn first. Below an open menu a click only closes the menu anyway. - New test hook __gm.assetCategories(). Tests: - Unit asset-groups: 6 green, counter-check (empty categories kept) 1 red - e2e 04: ALL PASSED, 63 checks (1 new). Counter-check with locate taking the first hit again: 2 red, the click on Behavior created no asset - Gate: CHECK EXIT 0, 261 files, 4040 tests - The category names got their final plural form after these runs. The unit test ran again on them (6 green), e2e 04 did not. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8154569405 |
Fix the two checks the full run 304 found red
The full CI run on
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4c7861b5b8 |
Keep the frame rate up while painting a big tilemap (#347)
Painting on the 60x60 map of a project with fifty objects dropped the editor to 20 to 39 fps. A profile of a brush stroke showed four causes, none of them the brush itself. - Each frame of a stroke previews the model. The asset and hierarchy panels then built every row anew, so every label became a new text and a new upload to the GPU. One run spent 46 % of the main thread in those uploads. ListView.setItems now keeps a row whose item draws the same (sameListItem) and builds only the rows that changed. - The brush drew the whole scene on every pointer event, on top of the preview. Now the preview draws what the stroke changed, once a frame. The rectangle tool asks for one drawing a frame for its box. - An animated tile made the view draw in the tick and the preview drew it again in the same frame. animate now asks just before the frame is drawn and stays out when the view was drawn since the tick began. - layoutSymbols ran on every drawing and costs up to the cube of the symbols. SymbolLayoutMemo keeps the spots while no anchor moves. - A painted cell made the map read every "x,y" key again, and once more for each of the eight neighbours of every cell. layerCells reads a layer once per content into an index by place. layerTiles and the blocking cells take their neighbours from there (neighboursIn). parseCellKey reads a key without split, with the same results. The test hook sceneRedraws counts how often the scene view was drawn. Not done: a painted cell still works out the tiles and blocking cells of the whole map again, so that part grows with the map. Tests: - Brush stroke on a copy of the project (stein2, Chrome): 20 to 39 fps before, 47.5 after, 55 to 57 without painting. Labels drawn again during the stroke 2012 before, none after. Scene drawings per frame 1.32 before, 1 after. - One painted cell, headless: 28 to 16 ms on 60x60, 109 to 49 ms on the same map doubled to 120x120. - frame-preview: 2 new, red with the old pointer redraw. - tilemap: 3 new (key reading, index, refresh), list-ping 1 new, symbol-layout 1 new. 5 single reversals turned each red. - e2e 39,40 (melektaus-atx): ALL PASSED, 107 checks (1 new, a fast stroke: 6 drawings in 6 frames, no label drawn again). With the row reuse and the pointer redraw reverted it fails: 24 drawings in 3 frames, and the panels draw their labels again. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4038 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d505f6ed27 |
Show what the song plays around a pattern as ghost notes (#339)
A bass line is written against the chords it goes with. Until now the piano roll showed only the pattern itself, so writing a part to fit the rest of a song meant switching between the Pattern and the Song tab. - A double-click on a pattern item remembers song, item and the round clicked into for that pattern. The place lives in the session, not in the project, and goes by the item's id, so moving the item moves the ghost notes along. - Opened from the Assets panel, the pattern shows the item of the last double-click. Without one, a pattern that lies in exactly one item of all the songs shows that item's first round. - Ghost notes are the pattern items of the other tracks all along the song, and on the own track the items before and after and the other rounds of the item. The round edited itself does not count. Sound items have no notes. - A ghost note sits on the row it sounds with: its own transpose, less the transpose of the item the pattern was opened from. - The roll draws them grey, without an edge, under the notes. Resting on one names its track and its pattern. - The header has a Ghosts switch, on by default, and names where they come from, e.g. "Tune · Bass · bar 5". - The time axis pans back to the start of the song, with bar and grid lines before the pattern. Fit still frames only the pattern. - A click or a paste outside the pattern no longer lands. Before, only the time left of bar 1 was closed, notes could still be drawn past the end, where they are kept but never played. - The rounds of a pattern item are now worked out in one place, itemNotes() in song.ts, which songSequence() and the ghost notes share. Tests: - Unit ghosts (new): 5 green. Counter-check with the round edited not left out and the own transpose not taken off: 2 red. - Unit piano-roll: 1 new (pan back to the song, lines before bar 1). Counter-check without the song's start: red. - e2e 65 (melektaus-atx): ALL PASSED - 38 checks (3 new). The first run was red on the tooltip check: the ghost note it rested on lay a fifth up, outside the rows Fit frames. The test now uses a tone. - e2e 64 (melektaus-atx): ALL PASSED - 30 checks. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4027 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c33d6d98e5 |
Keep a song item's left edge from snapping on to its own end
Dragging the left edge of a song item to the right snapped to the grid and to the points where the item's content starts again. One of those points lies exactly on the item's end. When the edge caught it, the item shrank to a single tick and showed as a thin white line. The right edge already refused to snap back on to its own start, the left edge had no such rule. - trimDelta: a snapped start on or past the item's end now takes the last grid line before the end instead. - If that grid line lies before the current start, the start stays where it is. - Free trimming with Alt or Shift is unchanged and may still shrink the item to one tick. - Dragging the left edge far past the end now leaves one grid step, as the right edge already did, instead of one tick. Tests: - song-edit unit tests: 14 green (2 new expectations, 1 changed) - Counter-check with the rule removed: 2 red (1399 instead of 960, 1919 instead of 1800) - Prettier, ESLint, tsc clean Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b519cd192f |
Send a track, a pattern item or a whole song through a sound FX (#346)
A sound FX could only be put on a single sound. Now a track, a pattern item, a Play pattern and a Play song send everything they play through one chain of it, as an insert in a DAW. A Play note gets one of its own. - Track: an FX box in the head next to M and S opens a menu of the project's sound FX, and the track's inspector has the row too. Order: items, track FX, volume, pan. - Pattern item: Sound FX in its inspector. Its notes play on a bus of their own into the track's bus. - Play pattern and Play song take fx and fx params. The chain sits on the master of the playing, after the tracks and before the level and the fades. Set sound FX parameters reaches it by the playback. - Play note takes fx and fx params next to the instrument's params. The FX parameters go by "fx:" so the two sets stay apart. Set sound FX parameters on a note changes a name both have in both. - A Pitch on a bus is a new PitchShifter: the phase vocoder of the PitchPlayer, fed while it plays. It cannot look ahead and is exactly one frame late at every pitch, 2048 samples. - That latency is made up. The other way of a Mix is held back by a delay of the same length. Every note and clip starts as much earlier as the buses it passes are late. The scheduler plans that much further ahead, and the first note waits that much after Play. - The Song tab waits for the chains before it plays and lets its buses go a moment after Stop. A playing in a game lets them go after its echoes and what the shifters still hold. - songBuses moved to its own file. Kept in song.ts it pulled the FX compiler into the node registry through an import cycle. Decisions of the user: one chain for the whole (1a), FX everywhere asked for (2a), Set sound FX parameters on playbacks (3a), and a pitch shifter of its own with exact latency compensation for a Pitch on a bus. Tests: - Unit pitch-shifter (new): 11 green. At 0 semitones the output is the input 2048 samples later, off by at most 1.2e-7. - Unit sound-library: 84 green, 8 new. Counter-checks (no early start, no Mix delay, chain made every time, tune misses the master) each turned their test red. - Unit bus-fx (new): 6 green, 4 counter-checks red. Scheduler ahead: 1 new, its counter-check red. - e2e 65 (melektaus-atx): ALL PASSED, 35 checks, 4 new, first run. Chrome at 44.1 kHz: the bus was 0.046440 s late, the note started exactly that much early. Offline the shifter moved 1 kHz to 2000 Hz and passed a click 2048 samples later. - Gate (melektaus-atx): CHECK EXIT 0, 259 files, 4021 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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af9b202100 |
Keep the game's music when Play ends a run in the editor
A behavior with "Run in editor" kept its world until the frame after Play. By then the game's On start had already started its pattern or song, and ending the editor run called stopAll() on the sound library. The game came up silent. This is what turned the game blocks of e2e 64 and 65 red in suites 542 and 550. - EditorRun.modeChanged() ends the run the moment the mode leaves edit. enterPlay() announces the mode before the game is built, so the editor run's sounds stop first and the game's start after. - The Editor wires the mode event to it instead of invalidate(). Tests: - e2e 64 starts its game with an idle "Run in editor" behavior in the scene. Without the fix it fails like CI did, "game": [] and 2 FAILED. With it: ALL PASSED, 30 checks (stein2). - Unit editor-run: 21 green, 1 new. - Typecheck, ESLint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f1f4a57589 |
Cut a sound to a stretch of its file in its own Sound tab (#343)
A sound asset now opens in a tab that shows its file as a waveform. Two handles set where the sound starts and ends in the file, and that stretch is the sample: Play sound, a song item and an instrument's Sample all play it and nothing else. The file itself is never changed. - The asset has three new rows: Start (s), End (s) and Edge fade (ms). End 0 is the end of the file, the fade is 10 ms by default. Older assets have no values and play the whole file as before. - Every way of playing asks playedSoundOf() for a name instead of the file: the file, or <file>#<start>~<end>~<fade> for a cut. - SoundLibrary makes the cut from the decoded file the first time that name plays and ramps each edge inside the file over the fade. Length and peaks of a cut are read from the file without a copy. - Cut buffers can be made again at any time, so the library lets the oldest go past 64 Mi samples. A voice holds its buffers itself. - The tab draws min/max per pixel from 256-sample block peaks, and the samples as a line when zoomed in far. Wheel zooms, the middle button pans, as in the music tabs. Wave, cut and ruler sit under a mask, so a handle panned out of view does not draw over the panels beside. - Dragging a handle moves that edge, dragging elsewhere spans a new stretch. One drag is one undo step for both edges. Whole file puts the handles back, Play or Space plays the stretch with a playhead. - The inspector preview and the Sound FX preview play the cut too, and the song lanes draw and repeat it. Tests: - Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in the touched areas (instrument, song, pattern, inspector, tabs) - e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new) - Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5b96d0b329 |
Paste under the pointer and pull song items out left in music tabs
A round of fixes to the Pattern and Song tabs: where a paste lands, what Shift does on a drag, how far the rows zoom, and how an item of a song is sized at its ends. - Shift does what Alt does on a drag: off the grid, on the tick. A Shift click on a note or an item still adds or unpicks it. A Shift press only decides on letting go: no drag toggles, a drag moves. - Ctrl+V lands under the pointer. The earliest copy goes on the grid line before it, the highest note on its row or the topmost item on its track, held to the keyboard or the tracks there are. Off the grid or left of bar 1 it lands at the start of playing as before. - The rows of the piano roll zoom to 64 px instead of 28, the tracks of a song to 320 px instead of 160. - Fit in the Pattern tab zooms the rows as well, so the notes fill the height, no longer held to the default of 14 px. - An item of a song can be pulled out by its left end past the start of what it plays, which then repeats. The offset goes round to the end of a round. A sound not loaded yet still stops at its start. - Both ends of an item snap to the start of a round of what it plays as well as to the grid, whichever is nearer. The end of a round between two ticks is cut to the tick before. A start put within half a tick of a round goes right on it, so it plays from the very beginning. - An offset past a whole round is not folded back to 0, so a pattern that grows later still plays from where the item said. - A middle-drag pans past the first and the last row, as it pans left of bar 1: the highest note or the first track up to half the height down, the other end up to half the height up. The room past them is dark in the piano roll and empty in the song. Tests: - Unit: song-edit 14, piano-roll 19, song 14 tests. New cases for the paste spot, pulling out left, the round snap and Fit. - e2e 64+65 on melektaus-atx: ALL PASSED - 54 checks (+4). New: Shift drag and Shift click, Ctrl+V under the pointer in both tabs, Fit zooming the rows, pulling a pattern out left and snapping a sound to the end of its second round. e2e 64 zooms the rows out again after Fit, so the keys it plays later are on screen. - Gate on melektaus-atx: 251 files, 3912 tests, CHECK EXIT 0. - Then the pan down the rows: e2e 64 on melektaus-atx ALL PASSED - 30 checks. Its pan check now also pans the top row down, half the grid's height, and a click above it draws nothing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a3101c590c |
Size notes by either end and pan before bar one in music tabs
A round of small fixes to the Pattern and Song tabs: what the ruler and a pan do in both, and a few things the tabs carried that were in the way. - A middle-drag can take bar 1 up to half the grid or lanes in. The time before it is drawn dark on the ruler, the grid and the lanes. Nothing lands there: a click draws no note, a drop shows no frame. - A press or drag on the ruler puts the start on the nearest grid line, no longer on the one before the pointer. - A new song has one track instead of four. The "+ Track" row under the heads is gone, a head's menu adds tracks above or below. A song still keeps at least one, so that menu is always there. - A note can be sized by its left end too: the start goes to the nearest grid line and the end stays put, never before tick 0. - An end of a note under the pointer lights up and shows a resize cursor, as on an item of the Song tab. Tests: - Unit: piano-roll, song-edit, song, song-play 52 tests. Two new cases for the left end and the pan, the song fixtures add their tracks themselves now. - e2e 64+65 on melektaus-atx: ALL PASSED - 50 checks (+2). e2e 65 adds its tracks through the head's menu and clicks the ruler three quarters into a bar, which only the nearest line passes. - Gate on melektaus-atx: 251 files, 3909 tests, CHECK EXIT 0. - A probe shot of the piano roll panned in: the time before bar 1 dark, the left end of a note lit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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aa097bd076 |
Zoom with the wheel and set the loop on its own strip in music tabs
The ruler of the Pattern and Song tabs did two things with one drag,
and the wheel did three things with Alt and Shift. Both now do one
thing each, and the Song tab gets a few edits it was missing.
- The ruler has a loop strip along its top. A drag there sets the
loop, a press or drag below it moves only where playing starts.
- The wheel only zooms: the time over the grid, lanes and ruler, the
rows over the keys, the tracks over their heads. Alt and Shift no
longer change it. A middle-drag still pans.
- Tracks can be zoomed from 28 to 160 px. Below 46 px a head shows
only its name, M and S. An old saved view gets the old height.
- A click on nothing in the lanes picks the song itself.
- A right-click on an item opens a menu with Delete instead of
deleting it. The inspector has no delete buttons any more.
- A sound item goes up to +12 dB, a track up to +12 dB. A pattern
item stays at 0 dB, since a note is held to unity.
- An end of an item under the pointer lights up and shows a resize
cursor. A long item marks every point where it starts over.
- The Pattern tab has an Audition switch in its header, off at first.
Only with it on does a note sound when drawn, grabbed or moved.
The keys down the left sound either way.
- A looped sound item draws every round alike. Each round is drawn
from its own start, and each column shows the loudest part of the
sound it covers instead of one sampled bucket.
- A song is at least one bar long instead of four. An empty song
fits that bar across, and Play song ends after the last item.
- The ghost notes held back in #334 got their own issue, #339.
Finding: suite 542 for
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8f9c250eb6 |
Lay patterns and sounds out on tracks and play them as a song #334
Patterns could only be heard one at a time, in their own tab or from a behavior. A song lays patterns and sounds out on tracks along one time axis and plays them through the scheduler of #332, the third piece of the music tools of #330. - New asset type song under the heading Songs, with four empty tracks, 120 BPM in 4/4 and a grid of a bar. Tempo, meter and grid are rows in the inspector. Tracks, items and the loop are the asset's data, held to their rules on load and in every command. - A track has a name, volume, pan, mute and solo. Each is heard on a bus of its own, so a change reaches what is sounding at once. - A pattern item repeats its pattern for as long as it is, with a transpose and another instrument if wanted. A sound item plays its sound as a clip at its own speed, round and round, through a sound FX if wanted. Both have a volume on top of their track's. - Cut back at the left end or split, an item starts as far into what it plays as the cut is: ticks into a pattern, seconds into a sound. - The tab shows the heads with M, S, volume and pan, the ruler of the Pattern tab and the items, a pattern with its notes, a sound with its waveform, a missing asset red. Patterns and sounds are dragged in from the Assets panel. Body, right and left end move, lengthen and cut back, Alt leaves the grid. Ctrl+C/V/D/A, Ctrl+E splits where playing starts, Delete, arrows. A double-click opens a pattern item in its tab. - What is picked is a new selection of its own, so the inspector shows the item or the track, with a button to delete it. - The scheduler plans clips beside notes. Where the playhead starts or jumps back inside a clip, it is taken up that far into its sound. A clip fades out at the end of its item or of the loop. - The editor plays one piece at a time: a pattern started stops the song and the other way round. - The rules are pure functions in core/music/song, editor/song/ songView and songEdit. Findings: - The suites of |
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4ea752feef |
Draw notes for an instrument in a piano roll and loop them #333
Notes could only be played one at a time, by a key or a behavior. A pattern is a stretch of notes for one instrument, drawn in a piano roll and played in time through the scheduler of #332. Songs (#334) will lay patterns out on tracks. - New asset type pattern under the heading Patterns. Instruments are listed under Instruments now, since a heading is one per type. - Notes are a start and a length in ticks, a note number and a velocity, kept to their rules on load and in every command. The instrument, the length in bars, the grid, the meter and the tempo are rows in the inspector. The loop is the asset's own data, the whole pattern while none is set. - Grids from 1/1 to 1/32 and the triplets 1/4T to 1/32T, all whole ticks. The meter only moves the bar lines, the notes stay put. - The tab shows the keys down the left, a ruler with bars, beats, loop and start along the top, the notes between them and a velocity lane below. Keys the instrument plays nothing for are grey, the names of a drum kit stand on its keys. - A click draws a note on the grid line before the pointer, as long as the last one drawn or lengthened and as hard as the last velocity set. The body moves a note, the right end lengthens it, Alt leaves the grid. A drag on empty grid picks with a band, Shift adds, a right-click deletes. - Keys: Space plays, Delete, Ctrl+C/V/D/A, the arrows by a semitone or a grid step and with Shift by an octave or a bar. A paste lands where playing starts. Every gesture is one undo step. - A click on the ruler sets where playing starts, a drag the loop or one of its ends, its menu loops a bar or the whole pattern. - The wheel scrolls, Shift across, on the ruler or with Alt it zooms. Ctrl+wheel stays with the browser, Pixi listens passively. - Play runs the loop through the scheduler. An edit goes to it on the next window without a restart, a new loop or tempo counts from what is planned. Another pattern shown or a project opened stops it. - The time axis and the ruler are their own pieces in editor/music for the song tab. The rules of the roll are pure functions in rollView and rollEdit. Findings: - Music.play could start after a stop that came while it was still loading its files. A run counter makes the late start give up. Music.edit now loads what a new note needs as well. - A click on an end of the loop would have set the loop again. A press there only moves the end once it is dragged. Tests: - pattern.test.ts (new, 9) and piano-roll.test.ts (new, 16): model, grids, meter, held notes, sequence, commands, loop, round trip, drum names, time lines, rows, hits, bands, lane, edit rules. - e2e 64 (new) on melektaus-atx: ALL PASSED, 20 checks. e2e 4 with 29 asset types: ALL PASSED, 62 checks. - Gate on melektaus-atx: CHECK EXIT 0, 247 test files, 3839 tests. - Counter-checks: the move without its clamp, the sequence without the end of the pattern, the duplicate offset without whole grid steps each fail 1 test. Without passing edits to the scheduler the e2e check for a note drawn while playing fails, the rest passes. - Probe on stein2: the tab with a drum kit, before and while playing, looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3f12a77aea |
Preview a sprite at the end of its inspector, placed or as an asset
A sprite's inspector listed its rows but never showed what they add up to. The picture, its frame, nine-slice, tint and shader could only be judged in the scene, often far from the object being edited. - SpritePreview draws the sprite through syncSpriteMesh, the function the scene draws it with. Slices, padding, tint and shader come out the same without a second path. syncSpriteMesh now takes only the three fields of a DrawItem it reads. - The subject is resolved by previewPicture from the Shader tab, so a placed sprite shows its own overrides. - previewFit is the rule for size and place: whole device pixels per unit from 1 on, at most 8, and the corner on a whole device pixel. Pixel art stays sharp. A sprite larger than the group shrinks freely. - A shader with a Time node keeps the preview redrawing once a frame while it is on screen. A folded group or a hidden panel stops it. - New test hook __gm.inspectorSpritePreview(). Finding: the preview redrew on a model change in a microtask at first. A drawn picture whose revision moved on is retried once, in a microtask queued by the scene's synchronous redraw. That retry ran before the preview had let go, and the old pixel art sheet stayed waiting (e2e 48l-iii read waiting [1,1,1]). The preview now redraws at once on a model change, as the scene does. Tests: - unit: 238 files, 3592 tests (+5 in preview-fit.test.ts), and the group list of a placed sprite in sections.test.ts ends in PREVIEW - e2e 48: ALL PASSED, 47 checks (+2: 48l-i asset preview with the frame, 48l-iii placed preview with its shader values) - counter-checks: without whole-pixel zoom 2 unit tests fail; with the microtask redraw 48l-iii fails with waiting [1,1,1] Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2c19c89878 |
Let variables, fields, ports and list items be dragged into order (#310)
Variables of a behavior, the fields of a struct, the ports of a start or end node and the items of a list could only be added and removed. Changing their order meant removing and adding them again. Now each of them is dragged by the mark in front of its row. - sortBlocks (ui/blockDrag.ts) makes the rows of one column sortable. A block is every row it covers, so a struct moves with its fields and a list item with its nested list. The block is dimmed while it is carried, an accent line shows where it lands, and a scrolled panel follows the pointer at its edge. Less than 4 px stays a click. - The arithmetic is pure and lives in ui/sortable.ts: blockGap, gapLineY, dropSlot and edgeScroll. dropIndex of the tile strip moved there too, so the reorder maths sits in one file. - MoveVariableCommand, MoveStructFieldCommand and MovePortCommand build on the existing MoveCommand. Undo moves back. - Lists need no command. InlineList replaces the list as a whole, as it does for every other edit of its items. - The grip is the kind mark, for a list item its number. Moving only happens among siblings: a field stays in its struct. - On a Struct asset the move runs through WithStructTypes. Typed variables, Pack/Expand ports and split outputs follow the new order. - Values and edges hang on names, so only the order changes. Nodes running a behavior read their ports from the start node, the new order reaches them without a copy. - Not sortable by design: the variables of a placed object, the fields of a typed struct (moved on the Struct asset) and the picked ports of Variables/Properties nodes. - Test hook __gm.inspectorMark(label) finds the mark of a row. Tests: - Gate on melektaus-atx: 235 files, 3572 tests, CHECK EXIT 0 (+9). - tests/core/reorder.test.ts: a variable, a field two levels deep, a Struct asset reaching a typed variable and Pack, and start ports reaching the calling node with edges and result kept. - e2e 22: ALL PASSED, 39 checks (+4, sum 1739). 22f-iii drags a variable past a struct of several rows, then a field inside it. - Counter-probes: dropSlot by top edge instead of middle and a field move that ignores its path fail 3 unit tests. With sortBlocks switched off, the three order checks of 22f-iii fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cf6043a066 |
Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the view takes a short way there, 200 ms by default, everywhere the editor zooms. The zoom steps stay the same, only the change is shown. - viewTween: tweenView is the way between two views as a pure function. The scale moves by equal ratios, and the world point that sits at the same place on screen in both views stays there. After a wheel step that is the point under the pointer. - ViewTween drives it on the ticker. A surface hands it reading, writing and drawing its own view and wraps its wheel and Fit code in change(). A step during a transition starts from where that one was heading, so quick steps add up to exactly as many steps. - Anything else that moves the view ends the transition. A pan jumps to the target first, and saving a view saves the target. - Wired into FreeViewport (Scene, Container, animation preview), SheetCanvas (Texture, Curve, Pixel art, Vector art), GraphCanvas, panAndZoom (Tile board, plugin node board) and the timeline. - Menu > General settings... sets the time in ms, 0 jumps at once. It is kept in this browser like the panel sizes, not in the project, and it is not an undo step. - A document that opens still comes up framed at once. The animation preview frames a new subject itself instead of calling fit(). - The pixel art readout names the step the view is heading for. Measured in the scene view at 200 ms on melektaus-atx, where every frame of the transition is a full redraw: - 500 sprites: redraw 6.7 ms, 16 frames, mean 18 ms - 1000 sprites: redraw 13.0 ms, 9 frames, mean 27 ms - 2000 sprites: redraw 32.2 ms, 5 frames, mean 58 ms Tests: - The harness sets 0 ms on every load, so the existing modules read the step and not the way. - e2e 46i samples one wheel step at 1000 ms a frame later: zoom 1.033 between 1 and 2, the point under the pointer kept at (134, -40). It lands on the view a 0 ms jump reaches. - e2e 46 and 49 expect the new menu entry. - Gate (atx): 234 files, 3563 tests, CHECK EXIT 0 (+15) - e2e 46,49 (atx): ALL PASSED, 43 checks (+3, sum 1735) - Three counter-checks fail view-tween.test.ts as expected. e2e 46i fails when the scene view does not carry its centre along. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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70f3608733 |
Let Mouse position and Is hovered see through any camera (#304)
An overlay camera from #302 can stand elsewhere and zoom differently.
A HUD button only it shows lay somewhere else in the world than the
mouse of the main camera, so Is hovered never found it. Both nodes now
take a camera and see the mouse through that camera's picture.
- New input `camera` on Mouse position and Is hovered. Left open, both
read the main camera exactly as before.
- `pointerThrough` in core/properties/camera is the rule as a pure
function. It fits the camera's picture into the main one and centres
it, the same way overlayView draws it.
- The game view reports where the mouse lies on the main picture, as a
part of its width and height. The world turns that into a camera's
view, so a main camera on the move does not drag the mouse across
the HUD while the mouse stands still.
- `in view` is true only on the camera's own picture. A camera that is
not drawn (switched off, a second plain one, not a camera) never has
the mouse on it.
- On click and Mouse button stay with the main camera, as agreed in
the issue.
Also fixes a unit test that
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2aa635f453 |
Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on its own. The input text could reach x = 123 and the output label could start at x = 83, so a long inline value ran under the output's name. At Animation playing a long animation name covered "progress". - The output label is placed first and keeps its room. The input text is cut with an ellipsis 6 px before it, as decided in the issue. - The rule is a pure function in src/editor/graph/portRow.ts. A row without an output keeps the input's old limit of 108 px. - The value a run shows beside an output uses the same rule. Its left edge can no longer lie right of its right edge. - New test hook __gm.graph.rowSpans(nodeId) gives each row's input and output text as cut and placed, in node units. - NODE_WIDTH stays as it is, as decided in the issue. Tests: - Gate: 230 files, 3520 tests (6 new in port-row.test.ts). - e2e 6: all passed, 149 checks (148 + 1). - Counter-check: with the rule switched off, the input text reaches x = 121.4 under "progress" at x = 114.1, and the new check fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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808e1eefc2 |
Clean up duplicates and dead code, and fix the + menu check (#85)
Refactoring round 9 covers everything since round 8 ( |
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2e55071fa5 |
Lay a shader over a camera's whole picture (#299)
A shader so far worked only on its own wearer. Effects over the whole game picture, such as a vignette, grey, scanlines or a red flash on a hit, had no place to live. A camera now wears one, drawn the way a field shader of a particle source is (#170). - The camera gets a Shader row and, while one is picked, a Shader resolution row. The shader's properties follow as camera rows. They load, animate and appear in a Properties node under Type Camera. - Every view keeps masks and objects in one container. CameraShade renders it into the camera's picture, cleared to the background, and draws the shader over the frame. Game tab and play.html take the container off the stage while the picture stands in for it. - Screen pixels gives the picture as many pixels as it covers on screen. Camera pixels uses View width x View height and scales up without smoothing. - A pixel counts as a camera pixel in both (the user's choice). The uniform uPixelScale makes Texture size read View width x View height, so a Blur keeps its reach at any game scale. - Each camera wears its own shader, overlay cameras included. A red flash on the game camera leaves the HUD of an overlay camera alone. - The scene view's eye has a Shader switch on the Camera row, off by default. With it on, the main camera's shader lies over its frame, below symbols and gizmos, and the world around it stays drawn. - New tool tools/perf-camera-shader.mjs measures the cost. Measured on stein2 (HD 630, Game tab at Fit 1310x679): a camera shader that hands the picture through stays inside the scene's own spread of 3 to 5 fps between runs. A Blur of 4 cost 4 to 8 fps. Tests: - Gate on melektaus-atx: 227 files, 3497 tests (3487 + 10). - e2e 63 alone: 11 checks (6 + 5), e2e sum 1725 counted. - 63e-63i: pass-through is byte-equal and upright at 100%, flat red reaches the corners while the overlay keeps its green, Texture size reads 640 x 360 in both resolutions at Fit, no shader draws as before, and the scene view shows it only with the switch on. - Counter-checks: a camera left out of the shader wearers fails 1 unit test. Counting screen pixels fails 63g with #ab6000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b2326085ed |
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ca5b2db449 |
Keep where each divider was dragged to across a reload
A panel dragged wider was back at its first size after every reload. The sizes are now kept in the browser, next to the folded groups. - editor/panelSizes.ts holds one entry in localStorage, game-maker.panel-sizes: a name per divider and its width, height or share. - A panel reads its size once when it is built, held to the bounds its divider keeps today. Every drag writes the new size. - Kept are the columns left and right of the centre, the console, the split of the left column, the tilemap panel, the preview of the Shader, Particles and Pixel art tabs, each under its own name, and the split of the user management. - The sizes belong to the browser, not to the project. They hold for every project opened there. - A browser that refuses the storage, or holds rubbish under the entry, starts with the sizes the editor comes with. Tests: - Gate on melektaus-atx: 219 files, 3400 tests, CHECK EXIT 0. - Seven new unit tests in tests/editor/panel-sizes.test.ts. All five counter-probes bite. - Smokes on melektaus-atx: 24, 19 and 21, all pass. - One new e2e check in module 48: the left column dragged 40 px wider is as wide after a reload, and dragged back after. - Full suite on melektaus-atx: 1692 checks, all pass. It ran before the fix to the animation players of the commit before last. - Browser counter-probe: without the write to the browser exactly that check fails. - Only the left column is measured across a reload. The other dividers go the same way and have no check of their own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7dd3ae1131 |
Tie two objects with a hinge, a spring, a rope or for good (#154)
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.
- Joint is a new asset type, placed as a child of the object it
holds, like a collider or a rigidbody. "Add joint…" in the
object menu makes one or places one the project has. An object
takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
hinge and a fixed joint have that one point only. A spring and a
rope end at a connected anchor on the other object, counted in
that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
spring, length for a rope, an angle limit for a hinge. Length 0
takes the distance the two ends were placed at. The limit counts
from how the two were placed.
- The connected object is an object reference in the schema of the
type. Pasting, containers and removing treat it as they treat
every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
with a hint. Removed in the editor the reference empties, so the
joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
asset as the template. Destroy on the joint lets go, there is no
Break joint node. Destroy with keep children takes the joints
along with the object.
- The scene view draws a line from each joint to what it holds on
to and rings the held point. A selected spring or rope has a
round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
(#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
the last entry instead of expecting it in view.
Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
(3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
limit, fixed, the other end, the node, containers, paste), 6 for
the line the scene view draws, 4 catalog cases of the node. The
remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
rope to the hook with its line and handle, dragging the handle
with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
equivalent: Rapier ignores removing a joint that left with its
body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
on
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b45bbcc976 |
Hold in tests that a graph edit reaches a running behavior (#216)
The issue said a behavior that runs in the editor keeps the graph it started with, until it is switched off and on. Measured before building anything, that is no longer so. An edit runs from the next frame on. Since when, was not found out. - No code changes. A command raises the project event, EditorRun refreshes, and syncFromModel of the behavior system empties the graph cache. - Decided in the issue: the instance carries on and is not started over. Its variables and timers stand, and On start does not fire again. A restart would write what On start writes or spawns into the saved scene with every edit. - Starting over stays what it was: Run in editor off and on, or Play. - Module 43 of the e2e no longer switches the behavior off and on before it measures the changed layers of a ray cast. Tests: - Gate on melektaus-atx for this change alone: 212 files, 3264 tests (3260 + 4), exit 0. The gate right before this commit ran on the tree of this and the next commit together: 213 files, 3278 tests, exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. The check in 43 is the old one, it now holds without the workaround. - Four unit tests in editor-run.test.ts: a changed node setting, a node wired in and one cut off, a flow hung on On start that does not fire until the switch goes off and on, and an undo. - One counter-probe: without the emptied cache the wiring test fails. The setting test does not, settings change in place. - No full run and no smokes. The sum of e2e checks stays 1676. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c88f57cf0a |
Let a project choose how its game link is zoomed (#279)
The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.
- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
without it reads as 'auto', so nothing changes for a project that
is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
reach the link.
- The released copy is frozen, so the change reaches the link only
with "Update release".
Decided here:
- The row is called "Link zoom", not "Game link zoom" as proposed.
The longer label is wider than the label column of the dialog and
pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
step that fits, or filling the window."
Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
1668 is what CI counted for
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9e869df063 |
Free a redrawn picture only once no shader names it (#293)
Editing a vector drawing made Pixi warn "destroyed while still bound
to a shader", twice with every change, once it had begun. It began
where an object wears the drawing through a shader asset. Each
change draws the picture anew and destroyed the one before it, but
the mesh of that object keeps its picture bound until it syncs. The
issue also asks for the button "Add shape" to go: a shape without
points cannot be given any, the Pen draws a new one.
- GeneratedPictures takes two more callbacks. inUse says that a
picture cannot be freed yet, soon runs a retry once whoever asked
is done.
- A replaced picture that is still in use waits in a list of its
own. It is freed right after the redraw that asked, as a rule. On
a later ask where its wearer was not part of that redraw.
- TextureLibrary tells a bound picture by the listeners for change
on its source. Under WebGL the bind groups are the only ones that
listen there. The retry is a microtask.
- The rule is asked for every drawn picture alike, whoever wears it.
- The inspector of a drawing and of a shape has no "Add shape" any
more. "Delete shapes" for several selected shapes stays.
Decided here:
- Under the list of shapes a second note says "The Pen draws a new
shape." while only the asset is selected.
Found on the way:
- Reproduced on a throwaway copy of the project the report came
from: 6 warnings for 3 changes with the shader override on the
object, none without it. After the change none, and no replaced
picture is left waiting.
- The fixture project of the tests never showed the warning. No
object there wore a drawing through a shader.
Tests:
- Gate on melektaus-atx: 211 files, 3219 tests (3209 + 10), exit 0
- e2e 47,48 on melektaus-atx: 113 checks, all pass
- e2e 28,30,31,39,40,47,48: 350 checks, all pass, run before the
wording of the new note changed
- The first gate was red: an existing test read the wording of the
note that had changed. Only three test files had been run after
the change.
- No full run and no smokes. The sum of 1668 (1667 + 1) is reckoned,
1667 is what CI counted for
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345289982b |
Scale, turn and mirror the shapes of a vector drawing (#291)
A shape could only be moved and reshaped point by point. Whoever
wanted it larger or turned pulled every point alone, and for several
shapes or a group there was no way at all. The answers in the issue
settle the rest: the change is baked into the points, nothing of it
is remembered, and the line width stays.
- With Select the selection stands in a frame of eight squares and a
knob, drawn like the one of the scene view. It holds one shape,
several shapes or a group, the same selection that is dragged as
one.
- A corner square scales from the opposite corner, a square on an
edge in its own direction. Shift keeps the proportions, Alt scales
about the middle.
- The knob turns round the middle of the frame, with Shift in steps
of 15 degrees. After the pull the frame stands upright again.
- The inspector has a band TRANSFORM with X, Y, Width, Height and
Rotate by, and the buttons Flip horizontal and Flip vertical.
- Points, handles, gradients and texture tiles are taken through the
same matrix. The rule is a pure function in vectorTransform.ts,
transformShapesCommand makes one undo step of any number of
shapes.
- A press goes to a point or a handle first, then to the frame, then
to a line. shapeFrame.ts holds where the handles are and what a
pull of each means.
Decided here:
- The frame stands 15 pixels off the shapes. The points of a shape
lie on its bounds, so a square on the bounds would cover them.
- The knob only turns. In the scene view it scales as well.
- A side cannot be pulled through the opposite one, the frame keeps
at least 1 pixel.
- Coordinates are rounded to a thousandth of a pixel, so a quarter
turn is exact.
- A texture tile stays upright under a turn and grows to the bounds
of the turned tile. The bands of a gradient stay square to its
axis under an uneven scale.
- The switch Scale stroke of the proposal is not built.
Found on the way:
- The inspector of a shape is now taller than the window. Two checks
of module 47 no longer found their row or button on the screen and
use the new hook inspectorButton, which scrolls there first.
- Not solved: with a shape at the top edge of the view the knob lies
outside the tab. The wiki names it under the limits.
Taken over from #217: the e2e check for two selected shapes without
a group, and unit tests for the snap of the common offset and for
the gradients of the shapes dragged along.
Tests:
- Gate on melektaus-atx: 209 files, 3176 tests (3121 + 55), exit 0
- e2e 47,48 on melektaus-atx: 112 checks, all pass
- No full run and no smokes. The sum of 1664 (1660 + 4) is reckoned,
1660 is what CI counted for
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6d79cf59a3 |
Move a large graph instead of drawing it again (#292)
In a graph of many nodes the frame rate dropped while panning, and more so while one node was dragged. Every pointer move rebuilt every box, every text and every curve, and a drag also announced a changed project, so the panels rebuilt along with it. - Panning and zooming move the picture. GraphCanvas.applyView sets position and scale and draws anew only the grid and the rubber band. It used to call redraw(). - A node draws its box and makes its texts only when what they show has changed. NodeView keeps a signature of what redraw reads and one of what rebuildTexts reads, and returns early while they hold. - A drag does not announce a changed project. GraphDrags writes the model on every pointer move and asks the canvas once a frame to follow (GraphCanvasHost.moved). state.preview() waits for the command of the release. - Nodes outside the picture are not drawn. inView in graphView.ts is the rule, cull() applies it after every redraw and every change of the view. - The graph is a render group, and box and pins go into the batch. The mask sits on a container above the group, on the group itself it would be panned and zoomed along. - The rubber band and the drop mark of a dragged behavior are drawn on their own (drawBand), without a redraw of the graph. Measured in the CI image with 388 nodes and 540 links, fitted to the canvas, 240 pointer moves 16 ms apart: - Pan, script per move: 25.2 ms before, 2.0 ms after - Pan: 4.4 frames per second before, 18.7 after - Drag a node: 2.7 frames per second before, 22.4 after - The still picture: 9 frames per second before, 21 after Not solved: the still picture of such a graph stays at 21 frames per second in the test browser. What is left is the drawing itself, and the frame rates are those of that browser, not of a desktop GPU. Tests: - Gate on melektaus-atx: 207 files, 3121 tests (3114 + 7), exit 0 - e2e 4,6,18,19,20,23,24,26,28,31,36,43,51,53 on melektaus-atx: 542 pass, 1 fail. The fail is module 51 after module 43, an order the suite does not have, and it fails the same way without this change. Module 51 alone: 12 checks, all pass. - No full run and no smokes. The sum of 1660 (1656 + 4) is reckoned, and the CI workflow is switched off. - Seven unit tests: six for inView in tests/editor/graph-view.test.ts and one in frame-preview.test.ts - Four e2e checks in block 6z-xii of module 06: pan, drag, zoom in and fit, a changed value - Seven browser counter-probes fail 2 to 3 checks each Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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32a0af6e2c |
Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside a page the browser draws itself. The layout counts in whole CSS pixels, and most of those fall between two device pixels there. The GPU averages both: text loses its edges, and a 1 px line becomes a pixel and a half of mixed colour. Now text and boxes are rounded to device pixels, and a line is one device pixel wide. - ui/pixelGrid.ts holds the rule. crispText() makes a text with Pixi's roundPixels, crisp() does the same for a Graphics of upright boxes, and hairline() is the width of one device pixel. - Every text of the interface is made with crispText() instead of new Text(). - crisp() only rounds where the scale is not a whole number. At 100 % and 200 % nothing changes. - drawControlBox, drawHeaderBar and drawSectionBand draw their lines a hairline wide and flush with the edge. The widgets that draw lines of their own do the same. - Two bands share exactly the line they draw, and a column still ends on a whole pixel. - The stage is nudged by 1/32 px where the scale is not whole. At 150 % every odd pixel is an exact half, and without the nudge one band came out a row shorter than its neighbours. - Curves, icons and everything of the game stay unrounded. Rounding their points would bend them. - The harness takes deviceScaleFactor as an option, and the hooks deviceColumn, edgeContrast and pixelGrid read the frame as the screen gets it. Not in here: the subpixel smoothing a browser gives its own text. Pixi draws a text into a transparent picture first, and there only greyscale smoothing is possible. Measured at 150 %, edge contrast before and after: top bar 31.5 to 47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4. At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the same as before pixel for pixel, apart from the fps display. Tests: - Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0 - Full run on melektaus-atx: 1655 of 1656 checks passed, smokes 24/19/21. The one that failed was a condition of the new step 62 itself: it scrolled an inspector that had nothing to scroll. The step now makes the window lower for that reading. - e2e 61,62 after that fix: 14 checks. The full run was not repeated, and CI is switched off for now. - Ten unit tests, nine in tests/ui/pixel-grid.test.ts - Eight e2e checks in the new step 62, which runs at 150 % - Eleven unit counter-probes fail tests - Four browser counter-probes fail their checks. They ran before the fix to step 62 and were not repeated for it. - Screenshots looked at for 125 % and 150 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |